vulkan/src/collada/scene/vulkan.cpp

781 lines
32 KiB
C++

#include <string.h>
#include <stdio.h>
#include <stdint.h>
#include <assert.h>
#include "volk/volk.h"
#include "vulkan/vk_enum_string_helper.h"
#include "collada/inputs.h"
#include "collada/scene/vulkan.h"
#include "vulkan_helper.h"
#include "check.h"
#include "new.h"
#include "file.h"
inline static uint32_t vulkan_semantic_location(char const * const semantic, int semantic_index)
{
if (strcmp(semantic, "POSITION") == 0 && semantic_index == 0) {
return 0;
}
if (strcmp(semantic, "NORMAL") == 0 && semantic_index == 0) {
return 1;
}
if (strcmp(semantic, "TEXCOORD") == 0 && semantic_index == 0) {
return 2;
}
if (strcmp(semantic, "BLENDINDICES") == 0 && semantic_index == 0) {
return 3;
}
if (strcmp(semantic, "BLENDWEIGHT") == 0 && semantic_index == 0) {
return 4;
}
fprintf(stderr, "unknown semantic %s index %d\n", semantic, semantic_index);
assert(false);
}
inline static VkFormat vulkan_format(collada::types::input_format format)
{
switch (format) {
case collada::types::input_format::FLOAT1: return VK_FORMAT_R32_SFLOAT;
case collada::types::input_format::FLOAT2: return VK_FORMAT_R32G32_SFLOAT;
case collada::types::input_format::FLOAT3: return VK_FORMAT_R32G32B32_SFLOAT;
case collada::types::input_format::FLOAT4: return VK_FORMAT_R32G32B32A32_SFLOAT;
case collada::types::input_format::INT1: return VK_FORMAT_R32_SINT;
case collada::types::input_format::INT2: return VK_FORMAT_R32G32_SINT;
case collada::types::input_format::INT3: return VK_FORMAT_R32G32B32_SINT;
case collada::types::input_format::INT4: return VK_FORMAT_R32G32B32A32_SINT;
default: assert(false);
}
}
inline static uint32_t vulkan_load_layout(collada::types::inputs const & inputs,
uint32_t binding,
uint32_t start_offset,
VkVertexInputAttributeDescription * vertexAttributeDescriptions)
{
uint32_t offset = start_offset;
for (int i = 0; i < inputs.elements_count; i++) {
uint32_t location = vulkan_semantic_location(inputs.elements[i].semantic, inputs.elements[i].semantic_index);
VkFormat format = vulkan_format(inputs.elements[i].format);
vertexAttributeDescriptions[i].location = location;
vertexAttributeDescriptions[i].binding = binding;
vertexAttributeDescriptions[i].format = format;
vertexAttributeDescriptions[i].offset = offset;
offset += collada::inputs::format_size(inputs.elements[i].format);
}
return offset;
}
inline static void vulkan_vertex_input_states(collada::types::descriptor const * const descriptor,
VkPipelineVertexInputStateCreateInfo * vertexInputStates,
VkVertexInputBindingDescription * vertexBindingDescriptions)
{
for (int i = 0; i < descriptor->inputs_list_count; i++) {
collada::types::inputs const & inputs = descriptor->inputs_list[i];
VkVertexInputAttributeDescription * vertexAttributeDescriptions = NewM<VkVertexInputAttributeDescription>(inputs.elements_count);
uint32_t stride = vulkan_load_layout(inputs,
0, // binding
0, // start_offset
vertexAttributeDescriptions);
vertexBindingDescriptions[i] = {
.binding = 0,
.stride = stride,
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
};
vertexInputStates[i] = {
.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
.vertexBindingDescriptionCount = 1,
.pVertexBindingDescriptions = &vertexBindingDescriptions[i],
.vertexAttributeDescriptionCount = (uint32_t)inputs.elements_count,
.pVertexAttributeDescriptions = vertexAttributeDescriptions,
};
}
}
namespace collada::scene {
void vulkan::initial_state(VkInstance instance,
VkDevice device,
VkPhysicalDeviceProperties const & physicalDeviceProperties,
VkPhysicalDeviceMemoryProperties const & physicalDeviceMemoryProperties,
VkFormat colorFormat,
VkFormat depthFormat)
{
this->instance = instance;
this->device = device;
this->physicalDeviceProperties = physicalDeviceProperties;
this->physicalDeviceMemoryProperties = physicalDeviceMemoryProperties;
this->colorFormat = colorFormat;
this->depthFormat = depthFormat;
load_shader();
}
//////////////////////////////////////////////////////////////////////
// vertex index buffer
//////////////////////////////////////////////////////////////////////
void vulkan::load_vertex_index_buffer(char const * vertex_filename,
char const * index_filename)
{
uint32_t vertexSize;
void const * vertexStart = file::open(vertex_filename, &vertexSize);
uint32_t indexSize;
void const * indexStart = file::open(index_filename, &indexSize);
vertexIndex.indexOffset = vertexSize; // + vertexJWStart;
// create buffer
VkDeviceSize bufferSize{ vertexSize + indexSize };
VkBufferCreateInfo vertexIndexBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = bufferSize,
.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_INDEX_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &vertexIndexBufferCreateInfo, nullptr, &vertexIndex.buffer));
// allocate memory
VkMemoryRequirements memoryRequirements;
vkGetBufferMemoryRequirements(device, vertexIndex.buffer, &memoryRequirements);
VkMemoryPropertyFlags memoryPropertyFlags{ VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT };
VkMemoryAllocateFlags memoryAllocateFlags{};
allocateFromMemoryRequirements(device,
physicalDeviceMemoryProperties,
memoryRequirements,
memoryPropertyFlags,
memoryAllocateFlags,
1,
&vertexIndex.memory);
VK_CHECK(vkBindBufferMemory(device, vertexIndex.buffer, vertexIndex.memory, 0));
// copy data
void * vertexIndexMappedData;
VK_CHECK(vkMapMemory(device, vertexIndex.memory, 0, vertexIndexBufferCreateInfo.size, 0, &vertexIndexMappedData));
memcpy((void *)(((ptrdiff_t)vertexIndexMappedData) + 0), vertexStart, vertexSize);
memcpy((void *)(((ptrdiff_t)vertexIndexMappedData) + vertexSize), indexStart, indexSize);
VkMappedMemoryRange mappedMemoryRange{
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = vertexIndex.memory,
.offset = 0,
.size = VK_WHOLE_SIZE,
};
vkFlushMappedMemoryRanges(device, 1, &mappedMemoryRange);
vkUnmapMemory(device, vertexIndex.memory);
}
//////////////////////////////////////////////////////////////////////
// uniform and storage buffers
//////////////////////////////////////////////////////////////////////
void vulkan::create_uniform_buffers(collada::types::descriptor const * const descriptor)
{
VkMemoryRequirements memoryRequirements[uniformBufferDescriptorCount];
VkDeviceSize offsets[uniformBufferDescriptorCount];
shaderData.nodes = NewM<Node>(descriptor->nodes_count);
shaderData.materialColors = NewM<MaterialColor>(descriptor->materials_count);
uint32_t memoryRequirementsIndex = 0;
// per-frame
for (uint32_t i = 0; i < maxFrames; i++) {
// scene buffer
VkBufferCreateInfo sceneBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = (sizeof (Scene)),
.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &sceneBufferCreateInfo, nullptr, &shaderDataDevice.frame[i].sceneBuffer));
vkGetBufferMemoryRequirements(device, shaderDataDevice.frame[i].sceneBuffer, &memoryRequirements[memoryRequirementsIndex++]);
// nodes buffer
VkBufferCreateInfo nodesBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = (sizeof (Node)) * descriptor->nodes_count,
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &nodesBufferCreateInfo, nullptr, &shaderDataDevice.frame[i].nodesBuffer));
vkGetBufferMemoryRequirements(device, shaderDataDevice.frame[i].nodesBuffer, &memoryRequirements[memoryRequirementsIndex++]);
};
// material color buffer
VkBufferCreateInfo materialColorsBufferCreateInfo{
.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
.size = (sizeof (MaterialColor)) * descriptor->materials_count,
.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
.sharingMode = VK_SHARING_MODE_EXCLUSIVE
};
VK_CHECK(vkCreateBuffer(device, &materialColorsBufferCreateInfo, nullptr, &shaderDataDevice.constant.materialColorsBuffer));
vkGetBufferMemoryRequirements(device, shaderDataDevice.constant.materialColorsBuffer, &memoryRequirements[memoryRequirementsIndex++]);
assert(memoryRequirementsIndex == uniformBufferDescriptorCount);
VkMemoryPropertyFlags memoryPropertyFlags{ VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT };
VkMemoryAllocateFlags memoryAllocateFlags{ };
allocateFromMemoryRequirements2(device,
physicalDeviceMemoryProperties,
memoryPropertyFlags,
memoryAllocateFlags,
uniformBufferDescriptorCount,
memoryRequirements,
&shaderDataDevice.memory,
offsets);
VkDeviceSize offset{ 0 };
VkDeviceSize size{ VK_WHOLE_SIZE };
VkMemoryMapFlags flags{ 0 };
VK_CHECK(vkMapMemory(device, shaderDataDevice.memory, offset, size, flags, &shaderDataDevice.mappedData));
uint32_t offsetsIndex = 0;
// this must match the same order as memoryRequirements
for (uint32_t i = 0; i < maxFrames; i++) {
shaderDataDevice.frame[i].sceneOffset = offsets[offsetsIndex];
shaderDataDevice.frame[i].sceneSize = memoryRequirements[offsetsIndex++].size;
shaderDataDevice.frame[i].sceneMapped = (void *)(((size_t)shaderDataDevice.mappedData) + shaderDataDevice.frame[i].sceneOffset);
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.frame[i].sceneBuffer, shaderDataDevice.memory, shaderDataDevice.frame[i].sceneOffset));
shaderDataDevice.frame[i].nodesOffset = offsets[offsetsIndex];
shaderDataDevice.frame[i].nodesSize = memoryRequirements[offsetsIndex++].size;
shaderDataDevice.frame[i].nodesMapped = (void *)(((size_t)shaderDataDevice.mappedData) + shaderDataDevice.frame[i].nodesOffset);
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.frame[i].nodesBuffer, shaderDataDevice.memory, shaderDataDevice.frame[i].nodesOffset));
}
shaderDataDevice.constant.materialColorsOffset = offsets[offsetsIndex];
shaderDataDevice.constant.materialColorsSize = memoryRequirements[offsetsIndex++].size;
shaderDataDevice.constant.materialColorsMapped = (void *)(((size_t)shaderDataDevice.mappedData) + shaderDataDevice.constant.materialColorsOffset);
VK_CHECK(vkBindBufferMemory(device, shaderDataDevice.constant.materialColorsBuffer, shaderDataDevice.memory, shaderDataDevice.constant.materialColorsOffset));
assert(offsetsIndex == uniformBufferDescriptorCount);
}
//////////////////////////////////////////////////////////////////////
// descriptor sets
//////////////////////////////////////////////////////////////////////
void vulkan::create_descriptor_sets()
{
//
// pool
//
VkDescriptorPoolSize descriptorPoolSizes[2]{
{
.type = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = maxFrames + 1, // why +1?
},
{
.type = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = maxFrames + 1, // +1 for materialColors
}
};
VkDescriptorPoolCreateInfo descriptorPoolCreateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
.maxSets = 2,
.poolSizeCount = 2,
.pPoolSizes = descriptorPoolSizes
};
VK_CHECK(vkCreateDescriptorPool(device, &descriptorPoolCreateInfo, nullptr, &descriptorPool));
//
// uniform buffer descriptor set layout/allocation (set 0, per-frame)
//
{
constexpr int bindingCount = 2;
VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[bindingCount]{
{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT
},
{
.binding = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT
}
};
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = bindingCount,
.pBindings = descriptorSetLayoutBindings
};
VK_CHECK(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, nullptr, &descriptorSetLayouts[0]));
VkDescriptorSetLayout setLayouts[maxFrames];
for (uint32_t i = 0; i < maxFrames; i++) {
setLayouts[i] = descriptorSetLayouts[0];
};
VkDescriptorSetAllocateInfo descriptorSetAllocateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = descriptorPool,
.descriptorSetCount = maxFrames,
.pSetLayouts = setLayouts
};
VK_CHECK(vkAllocateDescriptorSets(device, &descriptorSetAllocateInfo, descriptorSets0));
}
//
// uniform buffer descriptor set layout/allocation (set 1, constant)
//
{
constexpr int bindingCount = 1;
VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[bindingCount]{
{
.binding = 0,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.descriptorCount = 1,
.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT
},
};
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
.bindingCount = bindingCount,
.pBindings = descriptorSetLayoutBindings
};
VK_CHECK(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, nullptr, &descriptorSetLayouts[1]));
VkDescriptorSetAllocateInfo descriptorSetAllocateInfo{
.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
.descriptorPool = descriptorPool,
.descriptorSetCount = 1,
.pSetLayouts = &descriptorSetLayouts[1]
};
VK_CHECK(vkAllocateDescriptorSets(device, &descriptorSetAllocateInfo, &descriptorSet1));
}
}
//////////////////////////////////////////////////////////////////////
// descriptor set writes
//////////////////////////////////////////////////////////////////////
void vulkan::write_descriptor_sets(collada::types::descriptor const * const descriptor)
{
VkWriteDescriptorSet writeDescriptorSets[uniformBufferDescriptorCount];
uint32_t writeIndex = 0;
VkDescriptorBufferInfo sceneDescriptorBufferInfos[maxFrames];
VkDescriptorBufferInfo nodesDescriptorBufferInfos[maxFrames];
for (uint32_t i = 0; i < maxFrames; i++) {
sceneDescriptorBufferInfos[i] = {
.buffer = shaderDataDevice.frame[i].sceneBuffer,
.offset = 0,
.range = shaderDataDevice.frame[i].sceneSize,
};
writeDescriptorSets[writeIndex++] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = descriptorSets0[i],
.dstBinding = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
.pBufferInfo = &sceneDescriptorBufferInfos[i]
};
nodesDescriptorBufferInfos[i] = {
.buffer = shaderDataDevice.frame[i].nodesBuffer,
.offset = 0,
.range = shaderDataDevice.frame[i].nodesSize,
};
writeDescriptorSets[writeIndex++] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = descriptorSets0[i],
.dstBinding = 1,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.pBufferInfo = &nodesDescriptorBufferInfos[i]
};
}
VkDescriptorBufferInfo materialColorsDescriptorBufferInfo{
.buffer = shaderDataDevice.constant.materialColorsBuffer,
.offset = 0,
.range = shaderDataDevice.constant.materialColorsSize,
};
writeDescriptorSets[writeIndex++] = {
.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
.dstSet = descriptorSet1,
.dstBinding = 0,
.descriptorCount = 1,
.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
.pBufferInfo = &materialColorsDescriptorBufferInfo
};
assert(writeIndex == uniformBufferDescriptorCount);
vkUpdateDescriptorSets(device, writeIndex, writeDescriptorSets, 0, nullptr);
}
//////////////////////////////////////////////////////////////////////
// material constants
//////////////////////////////////////////////////////////////////////
void vulkan::load_material_constants(collada::types::descriptor const * const descriptor)
{
// store
for (int i = 0; i < descriptor->materials_count; i++) {
collada::types::effect const * const effect = descriptor->materials[i]->effect;
switch (effect->type) {
case collada::types::effect_type::BLINN:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->blinn.emission.color);
shaderData.materialColors[i].ambient = *(XMFLOAT4 *)(&effect->blinn.ambient.color);
shaderData.materialColors[i].diffuse = *(XMFLOAT4 *)(&effect->blinn.diffuse.color);
shaderData.materialColors[i].specular = *(XMFLOAT4 *)(&effect->blinn.specular.color);
break;
case collada::types::effect_type::LAMBERT:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->lambert.emission.color);
shaderData.materialColors[i].ambient = *(XMFLOAT4 *)(&effect->lambert.ambient.color);
shaderData.materialColors[i].diffuse = *(XMFLOAT4 *)(&effect->lambert.diffuse.color);
shaderData.materialColors[i].specular = XMFLOAT4{0, 0, 0, 0};
break;
case collada::types::effect_type::PHONG:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->phong.emission.color);
shaderData.materialColors[i].ambient = *(XMFLOAT4 *)(&effect->phong.ambient.color);
shaderData.materialColors[i].diffuse = *(XMFLOAT4 *)(&effect->phong.diffuse.color);
shaderData.materialColors[i].specular = *(XMFLOAT4 *)(&effect->phong.specular.color);
break;
case collada::types::effect_type::CONSTANT:
shaderData.materialColors[i].emission = *(XMFLOAT4 *)(&effect->constant.color);
shaderData.materialColors[i].ambient = XMFLOAT4{0, 0, 0, 0};
shaderData.materialColors[i].diffuse = XMFLOAT4{0, 0, 0, 0};
shaderData.materialColors[i].specular = XMFLOAT4{0, 0, 0, 0};
break;
default:
assert(false);
break;
}
}
// copy
memcpy(shaderDataDevice.constant.materialColorsMapped, &shaderData.materialColors[0], (sizeof (MaterialColor)) * descriptor->materials_count);
// flush
VkDeviceSize materialColorsFlushSize{ shaderDataDevice.constant.materialColorsSize };
VkMappedMemoryRange shaderDataMemoryRanges[1]{
{
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = shaderDataDevice.memory,
.offset = shaderDataDevice.constant.materialColorsOffset,
.size = roundAlignment(materialColorsFlushSize, physicalDeviceProperties.limits.nonCoherentAtomSize),
},
};
vkFlushMappedMemoryRanges(device, 1, shaderDataMemoryRanges);
}
//////////////////////////////////////////////////////////////////////
// shader
//////////////////////////////////////////////////////////////////////
void vulkan::load_shader()
{
uint32_t shaderSize;
void const * shaderStart = file::open("shader/collada.spv", &shaderSize);
VkShaderModuleCreateInfo shaderModuleCreateInfo{
.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
.codeSize = shaderSize,
.pCode = (uint32_t *)shaderStart
};
VK_CHECK(vkCreateShaderModule(device, &shaderModuleCreateInfo, nullptr, &shaderModule));
}
//////////////////////////////////////////////////////////////////////
// pipeline
//////////////////////////////////////////////////////////////////////
void vulkan::create_pipelines(collada::types::descriptor const * const descriptor)
{
VkPushConstantRange pushConstantRanges[1]{
{
.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT,
.offset = 0,
.size = (sizeof (PushConstant))
}
};
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 2,
.pSetLayouts = descriptorSetLayouts,
.pushConstantRangeCount = 1,
.pPushConstantRanges = pushConstantRanges
};
VK_CHECK(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, nullptr, &pipelineLayout));
VkPipelineInputAssemblyStateCreateInfo inputAssemblyState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST
};
VkPipelineShaderStageCreateInfo shaderStages[2]{
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_VERTEX_BIT,
.module = shaderModule,
.pName = "VSMain"
},
{
.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
.module = shaderModule,
.pName = "PSMain"
}
};
VkPipelineViewportStateCreateInfo viewportState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
.viewportCount = 1,
.scissorCount = 1
};
constexpr uint32_t dynamicStateCount = 2;
VkDynamicState dynamicStates[dynamicStateCount]{
VK_DYNAMIC_STATE_VIEWPORT,
VK_DYNAMIC_STATE_SCISSOR,
};
VkPipelineDynamicStateCreateInfo dynamicState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
.dynamicStateCount = dynamicStateCount,
.pDynamicStates = dynamicStates
};
VkPipelineDepthStencilStateCreateInfo depthStencilState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
.depthTestEnable = VK_TRUE,
.depthWriteEnable = VK_TRUE,
.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL,
.stencilTestEnable = VK_TRUE,
.front = {
.failOp = VK_STENCIL_OP_REPLACE,
.passOp = VK_STENCIL_OP_REPLACE,
.depthFailOp = VK_STENCIL_OP_REPLACE,
.compareOp = VK_COMPARE_OP_ALWAYS,
.compareMask = 0x01,
.writeMask = 0x01,
.reference = 1,
},
};
VkPipelineRenderingCreateInfo renderingCreateInfo{
.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO,
.colorAttachmentCount = 1,
.pColorAttachmentFormats = &colorFormat,
.depthAttachmentFormat = depthFormat,
.stencilAttachmentFormat = depthFormat
};
VkPipelineColorBlendAttachmentState blendAttachment{
.colorWriteMask = 0xF
};
VkPipelineColorBlendStateCreateInfo colorBlendState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
.attachmentCount = 1,
.pAttachments = &blendAttachment
};
VkPipelineRasterizationStateCreateInfo rasterizationState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
.cullMode = VK_CULL_MODE_BACK_BIT,
//.cullMode = VK_CULL_MODE_NONE,
.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE,
.lineWidth = 1.0f
};
VkPipelineMultisampleStateCreateInfo multisampleState{
.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT
};
VkPipelineVertexInputStateCreateInfo * vertexInputStates = NewM<VkPipelineVertexInputStateCreateInfo>(descriptor->inputs_list_count);
VkVertexInputBindingDescription * vertexBindingDescriptions = NewM<VkVertexInputBindingDescription>(descriptor->inputs_list_count);
vulkan_vertex_input_states(descriptor,
vertexInputStates,
vertexBindingDescriptions);
VkGraphicsPipelineCreateInfo * pipelineCreateInfos = NewM<VkGraphicsPipelineCreateInfo>(descriptor->inputs_list_count);
for (int i = 0; i < descriptor->inputs_list_count; i++) {
pipelineCreateInfos[i] = {
.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
.pNext = &renderingCreateInfo,
.stageCount = 2,
.pStages = shaderStages,
.pVertexInputState = &vertexInputStates[i],
.pInputAssemblyState = &inputAssemblyState,
.pViewportState = &viewportState,
.pRasterizationState = &rasterizationState,
.pMultisampleState = &multisampleState,
.pDepthStencilState = &depthStencilState,
.pColorBlendState = &colorBlendState,
.pDynamicState = &dynamicState,
.layout = pipelineLayout
};
};
pipelines = NewM<VkPipeline>(descriptor->inputs_list_count);
VK_CHECK(vkCreateGraphicsPipelines(device, VK_NULL_HANDLE, descriptor->inputs_list_count, pipelineCreateInfos, nullptr, pipelines));
free(pipelineCreateInfos);
free(vertexBindingDescriptions);
for (int i = 0; i < descriptor->inputs_list_count; i++) {
free((void *)vertexInputStates[i].pVertexAttributeDescriptions);
}
free(vertexInputStates);
}
//////////////////////////////////////////////////////////////////////
// draw
//////////////////////////////////////////////////////////////////////
void vulkan::draw_geometry(types::geometry const & geometry,
types::instance_material const * const instance_materials,
int const instance_materials_count)
{
types::mesh const& mesh = geometry.mesh;
vkCmdBindIndexBuffer(commandBuffer, vertexIndex.buffer, vertexIndex.indexOffset + mesh.index_buffer_offset, VK_INDEX_TYPE_UINT32);
for (int j = 0; j < instance_materials_count; j++) {
types::instance_material const& instance_material = instance_materials[j];
types::triangles const& triangles = mesh.triangles[instance_material.element_index];
//set_instance_material(instance_material);
VkShaderStageFlags stageFlags{ VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT };
uint32_t materialIndex = instance_material.material_index;
uint32_t offset{ (offsetof (PushConstant, materialIndex)) };
vkCmdPushConstants(commandBuffer, pipelineLayout, stageFlags, offset, (sizeof (uint32_t)), &materialIndex);
VkDeviceSize vertexOffset{ (VkDeviceSize)mesh.vertex_buffer_offset };
vkCmdBindVertexBuffers(commandBuffer, 0, 1, &vertexIndex.buffer, &vertexOffset);
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipelines[triangles.inputs_index]);
uint32_t indexCount = triangles.count * 3;
vkCmdDrawIndexed(commandBuffer, indexCount, 1, triangles.index_offset, 0, 0);
}
}
void vulkan::draw_instance_geometries(types::instance_geometry const * const instance_geometries,
int const instance_geometries_count)
{
for (int i = 0; i < instance_geometries_count; i++) {
types::instance_geometry const &instance_geometry = instance_geometries[i];
draw_geometry(*instance_geometry.geometry,
instance_geometry.instance_materials,
instance_geometry.instance_materials_count);
}
}
void vulkan::transfer_transforms(XMMATRIX const & projection,
XMMATRIX const & view,
int nodes_count,
instance_types::node const * const node_instances)
{
// store
XMStoreFloat4x4(&shaderData.scene.projection, projection);
XMVECTOR lightPosition = XMVector3Transform(XMVectorSet(-42, -40, 156, 0), view);
XMStoreFloat4(&shaderData.scene.lightPosition, lightPosition);
for (int i = 0; i < nodes_count; i++) {
XMMATRIX model_view = node_instances[i].world * view;
XMStoreFloat4x4(&shaderData.nodes[i].modelView, model_view);
}
// copy
memcpy(shaderDataDevice.frame[frameIndex].sceneMapped, &shaderData.scene, (sizeof (Scene)));
memcpy(shaderDataDevice.frame[frameIndex].nodesMapped, &shaderData.nodes[0], (sizeof (Node)) * nodes_count);
// flush
VkDeviceSize sceneFlushSize{ shaderDataDevice.frame[frameIndex].sceneSize };
VkDeviceSize nodesFlushSize{ shaderDataDevice.frame[frameIndex].nodesSize };
//fprintf(stderr, "sceneFlushSize %ld\n", sceneFlushSize);
//fprintf(stderr, "nodesFlushSize %ld\n", nodesFlushSize);
VkMappedMemoryRange shaderDataMemoryRanges[2]{
{
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = shaderDataDevice.memory,
.offset = shaderDataDevice.frame[frameIndex].sceneOffset,
.size = roundAlignment(sceneFlushSize, physicalDeviceProperties.limits.nonCoherentAtomSize),
},
{
.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE,
.memory = shaderDataDevice.memory,
.offset = shaderDataDevice.frame[frameIndex].nodesOffset,
.size = roundAlignment(nodesFlushSize, physicalDeviceProperties.limits.nonCoherentAtomSize),
}
};
vkFlushMappedMemoryRanges(device, 2, shaderDataMemoryRanges);
}
void vulkan::draw_node(int32_t node_index,
types::node const & node,
instance_types::node const & node_instance)
{
VkShaderStageFlags stageFlags{ VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT };
uint32_t offset{ (offsetof (PushConstant, nodeIndex)) };
vkCmdPushConstants(commandBuffer, pipelineLayout, stageFlags, offset, (sizeof (uint32_t)), &node_index);
draw_instance_geometries(node.instance_geometries, node.instance_geometries_count);
}
void vulkan::change_frame(VkCommandBuffer commandBuffer, uint32_t frameIndex)
{
this->commandBuffer = commandBuffer;
this->frameIndex = frameIndex;
VkDescriptorSet descriptorSets[2] = {
descriptorSets0[frameIndex],
descriptorSet1,
};
vkCmdBindDescriptorSets(commandBuffer,
VK_PIPELINE_BIND_POINT_GRAPHICS,
pipelineLayout,
0, 2, descriptorSets,
0, nullptr);
}
void vulkan::destroy_all(collada::types::descriptor const * const descriptor)
{
free(shaderData.nodes);
free(shaderData.materialColors);
vkDestroyBuffer(device, vertexIndex.buffer, nullptr);
vkFreeMemory(device, vertexIndex.memory, nullptr);
for (uint32_t i = 0; i < maxFrames; i++) {
vkDestroyBuffer(device, shaderDataDevice.frame[i].sceneBuffer, nullptr);
vkDestroyBuffer(device, shaderDataDevice.frame[i].nodesBuffer, nullptr);
}
vkDestroyBuffer(device, shaderDataDevice.constant.materialColorsBuffer, nullptr);
vkFreeMemory(device, shaderDataDevice.memory, nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts[0], nullptr);
vkDestroyDescriptorSetLayout(device, descriptorSetLayouts[1], nullptr);
vkDestroyDescriptorPool(device, descriptorPool, nullptr);
vkDestroyPipelineLayout(device, pipelineLayout, nullptr);
for (int i = 0; i < descriptor->inputs_list_count; i++) {
vkDestroyPipeline(device, pipelines[i], nullptr);
}
free(pipelines);
vkDestroyShaderModule(device, shaderModule, nullptr);
}
}